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Messages - bhu

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81
September 1776 / Re: Chapter 2: Haxan
« on: January 02, 2024, 10:13:43 PM »
"That's not much in the way of news, the Haxan are interested in any female who practices the Science.  It was a matter of time before they approached you.  That they had servitors we didn't know of is ill news indeed.  Especially when we aren't sure of their numbers or nature.  How are we keeping the peace?  What did you have to promise?"

82
MARTIAN WEAPONS


Craft Gun
"We hear you can make Boomsticks?"
 Prerequisites: Caster Level 7th
 Benefits: You can create magical firearms.  Not enhanced versions of regular firearms (Craft Magic Arms and Armor will get you those), but more like Wands that have regenerating charges.  Each gun comes with one or more Chargers, and each Charger has a certain number of charges per day (all charges in all Chargers refill at the beginning of each day).  Chargers are not interchangeable between guns.  You can create a Gun from any ranged, single target spell that you know.  Crafting a gun takes one day for each 1,000 gp in its base price. The base price of a gun is its caster level × the spell level × 750 gp (Spell level is .5 for cantrips), divided by by (5 divided by charges per day). To craft a gun, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created gun has any number of charges between 5 and 30 (your choice).

Any gun that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend a number of copies of the material component equal to the number of charges or pay that many times the XP cost. Each Charger costs 1/25th the base price of the gun.  Gun and Charger weight depend on the Level of the spell: The base weight of a gun is one pound per spell level (half a pound for cantrips, 10 pounds for Epic).  Each Charger weighs 1/5th as much as the gun.

IF you also have Craft Wondrous Items, this Feat lets you make Red Dots and Sniper Sights.  Examples of spells that can be made into Guns are on the following list (note for the sake of brevity I have limited them to appropriate Wizard spells from the PHB or Spell Compendium, and the same goes for the Feats below.  These are not exhaustive lists.):

Cantrips: Acid Splash, Daze, Electric Jolt, Ray of Frost, Sonic Snap
1st: Lesser Orb of Acid/Cold/Electricity/Fire/Sound, Ray of Clumsiness, Ray of Enfeeblement, Ray of Flame, Reduce Person, Sonic Blast
2nd: Blast of Force, Blindness/Deafness, Daze Monster, Launch Spikes*, Rainbow Beam, Ray of Ice, Ray of Sickness, Ray of Weakness
3rd: Dispel Magic (Targeted Dispel only), Hold Person, Ray of Exhaustion, Rust Ray, Sound Lance
4th: Enervation, Orb of Acid/Cold/Electricity/Fire/Force/Sound, Resilient Sphere, Thunderlance
5th: Baleful Polymorph, Feeblemind, Greater Reduce Person, Hold Person, Lucent Lance, Prismatic Ray, Viscid Glob, Wrack
6th: Disintegrate, Freezing Ray, Greater Dispel Magic (target Dispel only), Ray of Entropy, Ray of Light
7th: Avasculate, Energy Ebb, Finger of Death, Stun Ray,
8th: Blackfire, Polar Ray
9th: Energy Drain, Force Beam*
Epic: Greater Ruin, Ruin

Gun Proficiency
"Don't make me use this."
 Prerequisites: None
 Benefits: You can use guns, whether you have a caster level or not.  Without this Feat, you must make a DC 20 Use Magic Device Check to use a gun, and are -4 on attack rolls with it if it requires any.

Craft Big Gun
"We hear you can make extra special Boomsticks?"
 Prerequisites: Craft Guns
 Benefits: This works like regular guns, but you can make one of any spell that has a Line or Cone area of effect, or that can attack multiple targets with an attack roll or Saving Throw.  Weight is double normal.  Examples of spells that can be made into Big Guns are on the following list:

Cantrips:
1st: Color Spray, Magic Missile
2nd: Frost Breath, Scorch, Scorching Ray
3rd: Acid Breath, Chain Missile, Lightning Bolt, Nauseating Breath, Rainbow Blast, Resonating Bolt, Scintillating Sphere, Shatterfloor
4th: Blast of Flame, Death by Spork*, Force Missiles, Shout
5th: Cone of Cold, Cyclonic Blast, Machinegun*, Sonic Rumble, Waves of Fatigue
6th: Haze of Smoldering Stone (see Dragon Magic), Missile Spray*
7th: Prismatic Spray, Waves of Exhaustion
8th: Greater Shout
9th: Deadly Sunstroke (see Complete Mage)
Epic: Wave of Mutilation*

Craft Epic Gun
"We hear you can make extra BIG Boomsticks?"
 Prerequisites: Craft Big Guns, Knowledge (arcana) 28 ranks, Spellcraft 28 ranks.
 Benefits: This works like regular guns or big guns, but you can make one of any appropriate Epic Spell (Epic spell level is a 10 for purposes of determining costs).  Weight is triple normal.  Gun Proficiency allows you to wield epic guns as well.

Craft Tacticool Gun
"We hear you can make extra special Boomsticks?"
 Prerequisites: Craft Guns, plus one or more of the following Metamagic Feats: Bend Spell (Dragon Compendium), Blistering Spell (PHBII), Born of the Three Thunders (Complete Arcane), City Magic (Cityscape), Consecrate Spell (Complete Divine), Corrupt Spell (omplete Divine), Deafening Spell (Drow of the Underdark), Disrupting Spell (Fiendish Codex II), Empower Spell, Energize Spell (Libris Mortis), Energy Admixture (Complete Arcane), Energy Affinity (Miniature's Handbook), Energy Substitution (Complete Arcane), Enervate Spell (Libris Mortis), Enhance Spell (Complete Arcane), Enlarge Spell, Entangling Spell (Champions of Ruin), Fell Animate (Libris Mortis), Fell Drain (Libris Mortis), Fell Energy Spell (Dragon Compendium), Fell Frighten (Libris Mortis), Fell Weaken (Libris Mortis), Fiery Spell (Sandstorm), Flash Frost Spell (Frostburn), Fortify Spell (Complete Arcane), Guided Spell (Dragon Compendium), Heighten Spell, Improved Heighten Spell (Epic Level Handbook), Intensify Spell (Epic Level Handbook), Lingering Spell (Champions of Ruin), Lord of the Uttercold (Complete Arcane), Maximize Spell, Piercing Cold (Frostburn), Reaping Spell (Champions of Ruin), Sculpt Spell (Complete Arcane), Searing Spell (Sandstorm), Selective Spell (Shining South), Silent Spell, or Widen Spell.
 Benefits: This lets you make Guns, Big Guns, and Epic Guns with a Metamagic Feat you know.  When determining the spell level, use the higher level for the metamagic feat to determining costs.  For example, Enhance Spell requires  you to use a spell slot 4 levels higher.  So if you make a Big Gun from the Lightning Bolt spell, the spell Level is 7th.

Craft Martian Guns
"We hear you can make extra 'green' Boomsticks?"
 Prerequisites: Craft Guns
 Benefits: You can make Martian Raypistols, Rayrifles, Raycannons and Disintegrators.  These do specific effects as listed below instead of mimicking spells, and have specific costs to make.  Additionally, they're Chargers are more flexible: A Raypistol Charger can be used in any Raypistol.

Raypistol (one handed)
Damage: 3d4 Force (Small), 3d6 Force (Medium)
Critical: x2
Range Increment: 40 ft.
Weight: 2 lbs.
A Raypistol fires fifty times before a new Charger (weight 1 pound) needs to be reloaded and has a rate of fire equal to the attacker’s number of attacks. Reloading the weapon is
a move action.
Cost to Buy: 24000 GP (960 GP per Charger)
Cost to Make: 12000 GP, 24 days, 960 xp (480 GP per Charger)
Prerequisites to Make: Craft Martian Guns, Caster Level 8th, Must know a spell doing Force damage.

Rayrifle (two handed)
Damage: 6d6 Force (Medium), 6d8 Force (Large)
Critical: x2
Range Increment: 100 ft.
Weight: 10 lbs. (20 lbs. Large)
A Rayrifle fires thirty times before a new Charger (weight 1 pound for Medium, 2 pounds for Large) needs to be reloaded and has a rate of fire equal to once per round. Reloading the weapon is
a move action.
Cost to Buy: 32000 GP (1280 GP per charger)
Cost to Make: 16000 GP, 32 days, 1280 xp (640 GP per Charger)
Prerequisites to Make: Craft Martian Guns, Caster Level 8th, Must know a spell doing Force damage.

Raycannon (two handed)
Damage: 12d8 Force (Huge, 12d10 Force (Gargantuan)
Critical: x2
Range Increment: 100 ft.
Weight: 30 lbs. Large, 60 pounds Huge
A Raycannon fires ten times before a new Charger (weight 2 pounds for Large, 4 pounds for Huge) needs to be reloaded and has a rate of fire equal to once per round. Reloading the weapon is a move action.
Cost to Buy: 36000 GP (1440 GP per Charger)
Cost to Make: 18000 GP, 36 days, 1440 xp (720 GP per Charger)
Prerequisites to Make: Craft Martian Guns, Caster Level 12th, Must know a spell doing Force damage.

Disintegrator (two handed)
Damage: 32d6 Force (Huge), 40d6 Force (Gargantuan)
Critical: n/a
Range Increment: 140 ft.
Weight: 60 lbs. Huge, 120 pounds Gargantuan
A Disintegrator fires twice before a new Charger (weight 4 pounds for Huge, 8 pounds for Gargantuan) needs to be reloaded and has a rate of fire equal to once per round. Reloading the weapon is
a move action.  THis otherwise works exactly like the Disintegrate spell, and any creature or object struck by the ray takes the listed damage, being reduced to dust if it lowers their hp to zero.
Cost to Buy: 96000 GP (3840 GP per Charger)
Cost to Make: 48000 GP, 96 days, 3840 xp (1920 GP per Charger)
Prerequisites to Make: Craft Martian Guns, Caster Level 20th, Must know the Disintegrate spell..


Craft Bombs
"We hear you can make things explode?"
 Prerequisites: Caster Level 7th
 Benefits: You can create magical explosives.  The costs for materials and ingredients are 25 gp × the level of the spell (.5 for Cantrips, 10 for Epic spells) × the level of the caster.  Only spells with an area of effect (burst, emanation or spread) that has a range. The creator must have prepared the spell to be placed in the bomb (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires. If casting the spell would reduce the caster’s XP total, he pays the XP cost upon beginning the explosive in addition to the XP cost for making the Bomb itself. Material components are consumed when he begins working, but a focus is not. (A focus used in making a Bomb can be reused.) The act of making triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from his currently prepared spells, just as if it had been cast.) Making a Bomb requires one day for each 1,000 gp in its base price, and xp equal to 1/25th the base price.  Bombs come in several forms: Hand Grenades, Mines and Timed Explosives.

A Hand grenade weighs 1 lb., and can be used by anyone.  Pulling the pin and throwing it is a standard action, it activates when it hits something or 1 round later, whichever comes first (see Throwing a Splash Weapon in the PHB).  They can be made from any spell of 3rd Level or less.  If the spell is normally a ranged touch attack it is now treated as a grenade like weapon, and a Reflex Save is allowed for half damage if the target is within the Area of Effect.

A Mine weighs 5 lbs, and can be set as a pressure trap or proximity trap by anyone with Demolitions Proficiency.  If set as a pressure trap it is hidden in the floor/ground, and anything stepping on it that outweighs the mine causes it to go off.  If set as a proximity trap, anything other than the creator and up to 1 ally per point of Casting Ability Modifier (who must be designated during creation) approaching within 5 feet of the mine causes it to go off.  Mines can be made from spells of any Level.

Timed Explosives weigh one pound per spell level, and can be set by anyone with the Demolitions Proficiency.  The timer can be set for a specific time, anywhere from 1 round later (bad idea) to a number of days equal to your casting ability modifier.  Timed Explosives can be made from spells of any Level.  Examples of spells that can be made into Bombs are on the following list:

Cantrips: Caltrops
1st: Grease, Obscuring Mist, Sleep
2nd: Cloud of Bewilderment,  Fog Cloud, Glitterdust, Hypnotic Pattern, Malevolent Miasma, Web
3rd: Contagious Fog, Deep Slumber, Dispel Magic (Area Dispel only), Fireball, Flashburst, Great Thunderclap, Stinking Cloud
4th: Blistering Radiance, Cloud of Caltrops*, Explosive Cascade, Rainbow Pattern
5th: Cacophonic Burst, Cloudkill, Firebrand, Mind Fog, Solid Fog, Vitriolic Sphere
6th: Antimagic Field, Freezing Fog, Greater Dispel Magic (area Dispel only)
7th: Acid Fog, Radiant Assault,
8th: Incendiary Cloud, Scintillating Pattern, Sunburst
9th: Boom!*, Mordenkainen's Disjunction
Epic: Animus Blast, Hell Ball

Demolitions Proficiency
"BOOM BABY!"
 Prerequisites: Use Magic Device, 4 ranks
 Benefits: With this Feat you can set Mines and explosives, as well as Disarm them.  Setting a Bomb is a DC 10 Use Magic Device Check.  Failure means the Bomb fails to go off.  Failure by 10 or more means it goes off immediately.  Disarming a Bomb that is set to go off requires a DC x Use Magic Device Check.  The Save DC depends on the creators desires.  When the person who sets the Bomb to go off, he decides on any DC from 10 to 20.  If the person trying to disarm the Bomb fails his Use Magic Device Check at that DC, the Bomb is still set to go off.  If he fails by 5 or more the Bomb detonates immediately.  You must be within 10 feet to set or disarm a Bomb.  Carefully placing an Bomb that does damage against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure’s construction.

The DM makes the Use Magic Device check (so that the character doesn’t know exactly how well he or she has done). On a result of 15 or higher, the explosive deals double damage to the structure against which it is placed. On a result of 25 or higher, it deals triple damage to the structure. In all cases, it deals normal damage to all other targets within its area of effect.

Craft Big Bomb
"We hear you can make rockets?"
 Prerequisites: Craft Bombs
 Benefits: This works like regular bombs, but you can make it into a projectile.  Weight is double normal, but it retains the spells range.  It can be activated by anyone with the Demolitions Proficiency as a Standard Action.

Craft Epic Bombs
"We hear you can make extra BIG 'splosions?"
 Prerequisites: Craft Big Bombs, Knowledge (arcana) 28 ranks, Spellcraft 28 ranks.
 Benefits: This works like regular bombs or big bombs, but you can make one of any appropriate Epic Spell (Epic spell level is a 10 for purposes of determining costs).  Weight is triple normal.  Demolitions Proficiency allow you to use epic bombs of the same kind as well.

Craft Metabombs
"We hear you can make extra special explosions?"
 Prerequisites: Craft Bombs, plus one or more of the following Metamagic Feats: Blistering Spell (PHBII), Born of the Three Thunders (Complete Arcane), City Magic (Cityscape), Consecrate Spell (Complete Divine), Corrupt Spell (omplete Divine), Deafening Spell (Drow of the Underdark), Disrupting Spell (Fiendish Codex II), Empower Spell, Energize Spell (Libris Mortis), Energy Admixture (Complete Arcane), Energy Affinity (Miniature's Handbook), Energy Substitution (Complete Arcane), Enervate Spell (Libris Mortis), Enhance Spell (Complete Arcane), Enlarge Spell, Entangling Spell (Champions of Ruin), Explosive Spell (Complete Arcane), Fell Animate (Libris Mortis), Fell Drain (Libris Mortis), Fell Energy Spell (Dragon Compendium), Fell Frighten (Libris Mortis), Fell Weaken (Libris Mortis), Fiery Spell (Sandstorm), Flash Frost Spell (Frostburn), Fortify Spell (Complete Arcane), Heighten Spell, Improved Heighten Spell (Epic Level Handbook), Intensify Spell (Epic Level Handbook), Lingering Spell (Champions of Ruin), Lord of the Uttercold (Complete Arcane), Maximize Spell, Piercing Cold (Frostburn), Reaping Spell (Champions of Ruin), Sculpt Spell (Complete Arcane), Searing Spell (Sandstorm), Selective Spell (Shining South), Silent Spell, or Widen Spell.
 Benefits: This lets you make Bombs, Big Bombs, and Epic Bombs with a Metamagic Feat you know.  When determining the spell level, use the higher level for the metamagic feat to determining costs.  For example, Enhance Spell requires  you to use a spell slot 4 levels higher.  So if you make a Bomb from the Fireball spell, the spell Level is 7th.

Craft Summoners
"We hear you can make critter thingies?"
 Prerequisites: Craft Big Bombs and/or Craft Guns, Spell Focus (Conjuration)
 Benefits: This Feat lets you make Gus that fire critters, or bombs that summon critters (you must have the appropriate Craft Feats for Guns or Bombs as well).  Craft Guns lets you make Critter Guns (and Epic Critter Guns if you have the Craft Epic Guns Feat).  Craft Bombs or Craft Big Bombs lets you turn any Bomb into a Critter Bomb (Craft Epic Bombs lets you make Epic Critter Bombs).  If you have Craft Tacticool Guns or Craft Metabombs, your Critter Guns/Bombs can be made with the following enhancements: Augment Summoning (require a spell sot 1 Level higher), Imbued Summoning (PHBII).

Critter Guns can be made from any Conjuration (Summoning) spell that can summon a creature of Tiny Size or smaller.  It can summon and shoot a Critter up to the range of the spell the Gun is based on (further if you have Tacticool Guns and Enlarge Spell).  The critter is summoned for the normal duration of the spell, and effectively performs a Charge attack on the turn it is shot at a target.  For this first attack roll, use it's to hit roll, or the shooters, whichever is better.  The guns Size Category is two sizes higher than the creature it can summon (the type of critter it can summon is chosen when the Critter Gun is made), and it weighs (Spell level x2) pounds.  It summons 1 critter per charge, charges for Critter Guns are any number between 5 and 10.

Critter Bombs can be made in any form, except Hand Grenades.  They can be made from any Summon Monster spell, and summon one Critter (or multiple creatures from a lower list).  For example if it's based on Summon Monster III you could make it summon one particular creature, 1d3 creatures from the Summon Monster II list, or 1d4+1 creatures from the Summon Monster I list.  The exact type is chosen during creation.  The critter is summoned for the usual duration of the spell it is based on.  Anyone adjacent to the summoned creature must make a Fortitude Save (Save DC is 10 plus the spells level plus the creators casting ability modifier) or be pushed back 1 square away from the summoned creature.  Weight of the Bomb is unchanged.  The creature sumoned can actually be any one creaure of the appropriate CR:

Summon Monster I: CR up to 1/2
Summon Monster II: CR 1, or 1d3 CR 1/2 or less
Summon Monster III: CR 2, or 1d3 CR 1, or 1d4+1 CR 1/2 or less
Summon Monster IV: CR 3, or 1d3 CR 2, or 1d4+1 CR 1
Summon Monster V: CR 5, or 1d3 CR 3, or 1d4+1 CR 2
Summon Monster VI: CR 6, or 1d3 CR 5, or 1d4+1 CR 3
Summon Monster VII: CR 7, or 1d3 CR 6, or 1d4+1 CR 5
Summon Monster VIII: CR 9, or 1d3 CR 7, or 1d4+1 CR 6
Summon Monster IX: CR 11, or 1d3 CR 9, or 1d4+1 CR 7
Summon Monster X: CR 20



BOOM!
Evocation
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft + 40 ft/level)
Area: 80 ft. Radius Spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You create a massive explosion doing 3d6 untyped damage per 2 caster levels.  The focus is a small mushroom carving.

Cloud of Caltrops
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: 30 ft.
Area: 30 ft. Cone
Duration: Instantaneous (but see below)
Saving Throw: Reflex Partial
Spell Resistance: No

This spell creates an explosion of caltrops doing 1d8 piercing damage per Level (max 10d8) in a 15' Cone (Reflex Save for half damage).  After this spell is cast the ground underneath the Are of Effect is covered in caltrops.  Material component is a caltrop.

Death by Spork
Conjuration (Creation)
Level: 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: 120 ft.
Area: 120 ft. Line
Duration: Instantaneous
Saving Throw: Reflex Partial
Spell Resistance: No

"Now face the terror of the Hand-Cranked Runcible Gun!"

All opponents in a 120 ft. by 5 ft. Line are hit with hundreds of razor sharp sporks doing 1d8 piercing damage per caster Level (max 10d8), Reflex Save for half damage.  Material component is a spork.

Force Beam
Evocation (Force)
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range:Long (400 ft + 40 ft/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell creates a pencil thin Ray of Force. If the caster succeeds in making a ranged Touch Attack, his opponent takes 2d6 Force damage per caster level (maximum 40d6).  Focus for the spell is a small metal wand.

Launch Spikes
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft. per Level)
Effect: 1 iron spike
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You summon an iron spike and fire it at an opponent as a Ranged Touch Attack, doing 2d8 plus 1 per level (max +10) in piercing damage if it successfully hits.

Machinegun
Evocation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: 50 ft.
Area of Effect: 50 ft. Cone
Duration: Instantaneous
Saving Throw: Reflex Save for half damage
Spell Resistance: No

When cast, Machinegun floods the area of effect with a spray of bullets doing 1d6 magical piercing damage per caster level (max 15d6).

Missile Spray
Evocation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Area of Effect: 20 ft. radius burst
Duration: Instantaneous
Saving Throw: Reflex Save for half damage
Spell Resistance: No

When this spell is cast you unleash a barrage of force missiles that target everything within a 20 foot spread.  It does 1d4+1 force damage per caster level, to a maximum of 15d4+15.

Summon Monster X  (Epic Spell)
Conjuration (Summoning)
Spellcraft DC: 96
Components: V, S
Casting Time: 1 Minute
Range: 75 ft.
Effect: 1 summoned creature
Duration: 20 Rounds (D)
Saving Throw: None
Spell Resistance: No
To Develop: 864,000 gp; 18 days; 34,560 XP.  Seed: Summon (DC 14), CR 20 creature (+36), Summon Outsider or Elemental (+46)

This spell allows you to summon any one Elemental or Outsider up to CR 20.  It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the creature, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

Wave of Mutilation  (Epic Spell)
Transmutation
Spellcraft DC: 75
Components: V, S
Casting Time: 1 Minute
Range: 80 ft.
Effect: 80 foot cone
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
To Develop: 675,000 gp; 14 days; 27,000 XP.  Seed: Destroy (DC 29), Change Area to 40 foot Cone (+2), Increase Area by 100 % (+4), +20d6 damage (+40)

Everything within the spells area of effect takes 40d6 damage. If any target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. The spell affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a ward spell.

Red Dot
 Price (Item Level): 8000 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:16) Divination
 Activation:-
 Weight: -

When attached to a Gun that requires a Ranged attack roll, and activated, this provides a 'laser' that gives a +2 Bonus to attack rolls with that Gun.

Prerequisites: Craft Wondrous Item, Craft Guns, Targeting Ray (see spell compendium)
Cost to Create: 4000 GP, 8 days, 320 XP


Sniper Sight
 Price (Item Level): 2000 GP
 Body Slot: - (Held)
 Caster Level: 1st
 Aura: Faint; (DC:16) Divination
 Activation: -
 Weight: -

When this sight is attached to a Gun that requires a Ranged attack roll, that gun gains the effects of the Guided Shot spell.

Prerequisites: Craft Wondrous Item, Craft Guns, Guided Shot (see Complete Adventurer)
Cost to Create: 1000 GP, 2 days, 80 XP

83
September 1776 / Re: Chapter 2: Haxan
« on: December 25, 2023, 05:38:22 PM »
It wasn't quite the massacre you were all fearing, but it's still not pretty.  There was quite a bit of death, and the cleanup will take days.  Rumor of your cease fire reaches the government before you can get there, and the constables meet you halfway.  The possessed woman is now catatonic and is brought with you.

"What happened?"

the city council looks openly baffled

84
September 1776 / Re: Chapter 2: Haxan
« on: December 24, 2023, 08:43:36 PM »
The night passes without further incident (for you anyway).  When the sun is up long enough you can see people on the streets again.

85
Martian Musk Ox
                      Large Aberration
Hit Dice:             8d8+40 (76 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          20 (-1 Size, +11 Natural), touch 9, flat-footed 20
Base Attack/Grapple:  +6/+15
Attack:               Headbutt +10 melee (1d8+7)
Full Attack:          Headbutt +10 melee (1d8+7)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Charge Up
Special Qualities:    Darkvision 60 ft., Low-light Vision, Scent, Fire and Electricity Resistance 10
Saves:                Fort +9, Ref +2, Will +8
Abilities:            Str 21, Dex 10, Con 21, Int 8, Wis 10, Cha 6
Skills:               Bluff +0, Intimidate +1, Knowledge (Local) +1, Listen +2, Spot +2
Feats:                Closed Mind (Psionics), Great Fortitude, Iron Will
Environment:          Warm Desert
Organization:         Unique?
Challenge Rating:     7
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          9-15 HD (Large); 16-24 HD (Huge)
Level Adjustment:     ---

"Nuke Mars!"

“Doing my best to help the underpopulation crisis.”

"Failure is an option here. If things are not failing, you are not innovating enough."

Currently there is only one Martian Musk Ox, and it is unknown if he is the last of his species or a unique creature, or if his species is just rare.  Currently heading the Martian Defense Development Agency, he appears as a regular Musk Ox, but he is pale, flabby, hairless and oddly bodied.  His face encaptures a perfect look of smugness.  He speaks Common, and 3 other languages of the DM's choice (depending on who you want his supporters to be).  Famous for his claims of working his way up from nothing, the truth is that he appears to have blackmailed his way into office.  Also famous for being wildly delusional, and unable to keep his mouth shut.  Origin, or how he got his seat at the table, are unknown.

Charge Up (Su): The Martian Musk Ox can generate electricity in a process it refers to as "firin' up the old Tesla Coil" (no one understands the reference but him).  This is a Swift Action to activate, and it generates a cumulative +2d6 electricity damage per round (maximum of +8d6).  It delivers this compiled extra damage on a successful hit of it's choice (declaring you are dealing the damage is a Free Action).

Combat: The Musk Ox tends to charge up a round or two before charging, assuming he even gets involved.  Combat is what Minions are for after all.



Martian Musk Ox
"Yo boss, we got company.  The Devils are suing us."

Powered By Delusion...And Maybe Drugs
"And we're here to film it!"

"Typical of the media.  Always kicking an Ox when he's down."

"You're the head of the Martian military defense corps?"

"Only the research division.  Bobby, throw some money at these peasants and show them the door."

"You know the Devils will want more than money since you've been mucking about with their own."

"Who are you peasant?"

"That's Ranger Jim."

"Oh great.  An honest one.   What'll it take to get you to disappear?"

"Your head on a stick comes to mind.  You're the most evil...cow relative I've ever met."


Pure Evil In A Bag

"And your little friend here?"

"I'm a Wizard from Mutual of Gnomeahaw.  Among other things I'm here to inform you your insurance policy is being revoked."

"What?"

"We've already filmed your little operation and spread it far and wide via the palantir.  You'll be having more guests than us arriving momentarily."

"Oh.  I'm out then."

BAMF!

"Too bad really.  I wanted to see the look on his face when he got served."




86
September 1776 / Re: Chapter 2: Haxan
« on: December 19, 2023, 08:42:24 PM »
You would have to tie her down, build the effigy, and cast the spell.  Anyone outside the radius of the spell would still be vulnerable to control, depending on what the mechanics of that control were.

87
Martian Minion I
                      Medium Aberration
Hit Dice:             1d8+1 (5 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          13 (+3 Natural), touch 10, flat-footed 13
Base Attack/Grapple:  +0/+1
Attack:               Slam +1 melee (1d3+1) or Raypistol +0 ranged (3d6)
Full Attack:          2 Slams +1 melee (1d3+1) or Raypistol +0 ranged (3d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Desiccation Resistance
Saves:                Fort +3, Ref +0, Will +1
Abilities:            Str 12, Dex 10, Con 12, Int 6, Wis 8, Cha 8
Skills:               Listen +1, Spot +1
Feats:                Great Fortitude
Environment:          Any
Organization:         Solitary, Squad (2-6), Oops (20-50)
Challenge Rating:     1/2
Treasure:             None, unless assigned to guard some
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---

Desiccation Resistance (Ex):  Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm).  They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately.  If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources).  This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting.  Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water.  Note this does not need to be a lot of water, a drop or two will do.

Combat: The cheapest Minions usually rely on whatever they're armed with (typically a Maritan Raypistol).  They are not particularly bright.



Martian Minion II
                      Medium Aberration
Hit Dice:             2d8+4 (13 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          15 (+5 Natural), touch 10, flat-footed 15
Base Attack/Grapple:  +1/+3
Attack:               Slam +3 melee (1d3+2) or Raypistol +1 ranged (3d6)
Full Attack:          2 Slams +3 melee (1d3+2) or Raypistol +1 ranged (3d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Desiccation Resistance
Saves:                Fort +4, Ref +0, Will +3
Abilities:            Str 15, Dex 10, Con 15, Int 6, Wis 10, Cha 10
Skills:               Listen +2, Spot +3
Feats:                Great Fortitude
Environment:          Any
Organization:         Solitary, Squad (2-6), Oops (20-50)
Challenge Rating:     1
Treasure:             None, unless assigned to guard some
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---

Desiccation Resistance (Ex):  Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm).  They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately.  If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources).  This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting.  Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water.  Note this does not need to be a lot of water, a drop or two will do.

Combat: Slightly stronger (and more aware) than the cheapest model, Level II Minions try their best to mix it up or use the Raypistol for intimidation.



Martian Minion III
                      Medium Aberration
Hit Dice:             3d8+6 (19 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          15 (+5 Natural), touch 10, flat-footed 15
Base Attack/Grapple:  +2/+6
Attack:               Slam +6 melee (1d3+4) or Raypistol +3 ranged (3d6)
Full Attack:          2 Slams +6 melee (1d3+4) or Raypistol +3 ranged (3d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Desiccation Resistance
Saves:                Fort +5, Ref +1, Will +3
Abilities:            Str 18, Dex 10, Con 15, Int 8, Wis 10, Cha 10
Skills:               Listen +3, Spot +3
Feats:                Great Fortitude, Weapon Focus (Raypistol)
Environment:          Any
Organization:         Solitary, Squad (2-6), Oops (20-50)
Challenge Rating:     2
Treasure:             None, unless assigned to guard some
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---

Desiccation Resistance (Ex):  Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm).  They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately.  If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources).  This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting.  Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water.  Note this does not need to be a lot of water, a drop or two will do.

Combat: Level III Minions are commonly used as hired muscle.  They still aren't horribly accurate with their guns.



Martian Minion IV
                      Large Aberration
Hit Dice:             5d8+10 (32 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          14 (-1 Size, +5 Natural), touch 9, flat-footed 14
Base Attack/Grapple:  +3/+13
Attack:               Slam +8 melee (1d4+6) or Rayrifle +3 ranged (6d8)
Full Attack:          2 Slams +8 melee (1d4+6) and 1 Beak +3 melee (1d6+3) or Rayrifle +3 ranged (6d8)
Space/Reach:          10 ft./10 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Desiccation Resistance
Saves:                Fort +5, Ref +1, Will +4
Abilities:            Str 22, Dex 10, Con 15, Int 8, Wis 10, Cha 10
Skills:               Listen +4, Spot +4
Feats:                Great Fortitude, Weapon Focus (Rayrifle)
Environment:          Any
Organization:         Solitary, Squad (2-6), Oops (20-50)
Challenge Rating:     3
Treasure:             None, unless assigned to guard some
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---

Desiccation Resistance (Ex):  Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm).  They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately.  If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources).  This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting.  Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water.  Note this does not need to be a lot of water, a drop or two will do.

Combat: Level IV Minions are as big as an Ogre, and trade their pistol in for a rifle.  They also make more use of their beak in combat.



Martian Minion V
                      Large Aberration
Hit Dice:             8d8+24 (60 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          14 (-1 Size, +5 Natural), touch 9, flat-footed 14
Base Attack/Grapple:  +6/+17
Attack:               Slam +12 melee (1d4+7) or Rayrifle +7 ranged (6d8)
Full Attack:          2 Slams +12 melee (1d4+7) and 1 Beak +7 melee (1d6+3) or Rayrifle +7 ranged (6d8)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab
Special Qualities:    Darkvision 60 ft., Desiccation Resistance
Saves:                Fort +7, Ref +2, Will +6
Abilities:            Str 24, Dex 10, Con 16, Int 8, Wis 10, Cha 10
Skills:               Listen +5, Spot +6
Feats:                Great Fortitude, Power Attack, Weapon Focus (Rayrifle)
Environment:          Any
Organization:         Solitary, Squad (2-6), Oops (20-50)
Challenge Rating:     5
Treasure:             None, unless assigned to guard some
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---

Improved Grab (Ex): To use this ability, a Martian Minion must hit with a Slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Desiccation Resistance (Ex):  Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm).  They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately.  If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources).  This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting.  Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water.  Note this does not need to be a lot of water, a drop or two will do.

Combat: Level V Minions tend to be better grapplers than Level IV, and are a bit stronger.



Martian Minion VI
                      Large Aberration
Hit Dice:             9d8+27 (67 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          17 (-1 Size, +8 Natural), touch 9, flat-footed 17
Base Attack/Grapple:  +6/+17
Attack:               Slam +12 melee (1d4+7) or Rayrifle +7 ranged (6d8)
Full Attack:          2 Slams +12 melee (1d4+7) and 1 Beak +7 melee (1d6+3) or Rayrifle +7 ranged (6d8)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab, Stunning Blow
Special Qualities:    Darkvision 60 ft., Desiccation Resistance
Saves:                Fort +8, Ref +3, Will +6
Abilities:            Str 24, Dex 10, Con 17, Int 8, Wis 10, Cha 10
Skills:               Listen +6, Spot +6
Feats:                Great Fortitude, Point Blank Shot, Power Attack, Weapon Focus (Rayrifle)
Environment:          Any
Organization:         Solitary, Squad (2-6), Oops (20-50)
Challenge Rating:     6
Treasure:             None, unless assigned to guard some
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---

Improved Grab (Ex): To use this ability, a Martian Minion must hit with a Slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Stunning Blow (Ex): If the Minion successfully confirms a critical hit with it's Slam attack, it's target must make a DC 21 Fortitude Saving Throw or be Stunned for 1 round (Save DC is Strength based).

Desiccation Resistance (Ex):  Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm).  They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately.  If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources).  This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting.  Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water.  Note this does not need to be a lot of water, a drop or two will do.

Combat: Level VI Minions have more hand to hand combat training, and can occasionally get a knockout punch.



Martian Minion VII
                      Huge Aberration
Hit Dice:             12d8+60 (114 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          18 (-2 Size, +10 Natural), touch 8, flat-footed 18
Base Attack/Grapple:  +9/+27
Attack:               Slam +17 melee (1d6+10) or Raycannon +10 ranged (12d10)
Full Attack:          2 Slams +17 melee (1d6+10) and 1 Beak +12 melee (1d8+5) or Raycannon +10 ranged (12d10)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Improved Grab, Stunning Blow
Special Qualities:    Darkvision 60 ft., Desiccation Resistance
Saves:                Fort +11, Ref +4, Will +8
Abilities:            Str 30, Dex 10, Con 21, Int 8, Wis 10, Cha 10
Skills:               Climb +12, Jump +11, Listen +6, Spot +6
Feats:               Cleave, Great Fortitude, Point Blank Shot, Power Attack, Weapon Focus (Raycannon)
Environment:          Any
Organization:         Solitary, Squad (2-6), Oops (20-50)
Challenge Rating:     7
Treasure:             None, unless assigned to guard some
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---

Improved Grab (Ex): To use this ability, a Martian Minion must hit with a Slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Stunning Blow (Ex): If the Minion successfully confirms a critical hit with it's Slam attack, it's target must make a DC 26 Fortitude Saving Throw or be Stunned for 1 round (Save DC is Strength based).

Desiccation Resistance (Ex):  Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm).  They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately.  If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources).  This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting.  Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water.  Note this does not need to be a lot of water, a drop or two will do.

Combat: Level VII receive an upgrade to their ray weapon, and stand as tall as one of the larger Giants.



Martian Minion VIII
                      Huge Aberration
Hit Dice:             16d8+80 (152 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          20 (-2 Size, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple:  +12/+30
Attack:               Slam +20 melee (1d6+10) or Raycannon +13 ranged (12d10)
Full Attack:          2 Slams +20 melee (1d6+10) and 1 Beak +18 melee (1d8+5) or Raycannon +13 ranged (12d10)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Improved Grab, Stunning Blow
Special Qualities:    Darkvision 60 ft., Desiccation Resistance, Energy Resistance 10 (Fire and Cold)
Saves:                Fort +12, Ref +5, Will +10
Abilities:            Str 30, Dex 10, Con 21, Int 8, Wis 10, Cha 10
Skills:               Climb +12, Jump +11, Listen +6, Search +3, Spot +6
Feats:               Cleave, Great Fortitude, Multiattack, Point Blank Shot, Power Attack, Weapon Focus (Raycannon)
Environment:          Any
Organization:         Solitary, Squad (2-6), Oops (20-50)
Challenge Rating:     9
Treasure:             None, unless assigned to guard some
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---

Improved Grab (Ex): To use this ability, a Martian Minion must hit with a Slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Stunning Blow (Ex): If the Minion successfully confirms a critical hit with it's Slam attack, it's target must make a DC 28 Fortitude Saving Throw or be Stunned for 1 round (Save DC is Strength based).

Desiccation Resistance (Ex):  Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm).  They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately.  If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources).  This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting.  Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water.  Note this does not need to be a lot of water, a drop or two will do.

Combat: Level VIII Minions have a measure of resistance to extremes of temperature.



Martian Minion IX
                      Gargantuan Aberration
Hit Dice:             24d8+168 (276 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          20 (-4 Size, +14 Natural), touch 6, flat-footed 20
Base Attack/Grapple:  +18/+42
Attack:               Slam +26 melee (1d8+10) or Disintegrator +19 ranged (disintegration)
Full Attack:          2 Slams +26 melee (1d8+10) and 1 Beak +26 melee (2d6+5) or Disintegrator +19 ranged (disintegration)
Space/Reach:          20 ft./20 ft.
Special Attacks:      Improved Grab, Stunning Blow
Special Qualities:    Darkvision 60 ft., Desiccation Resistance, Energy Resistance 10 (Fire, Cold and Sonic)
Saves:                Fort +21, Ref +8, Will +14
Abilities:            Str 34, Dex 10, Con 24, Int 8, Wis 10, Cha 10
Skills:               Climb +12, Intimidate +8, Jump +14, Listen +6, Search +3, Spot +6
Feats:               Cleave, Great Cleave, Great Fortitude, Improved Multiattack, Multiattack, Point Blank Shot, Power Attack, Weapon Focus (Disintegrator)  Epic Feats: Epic Fortitude
Environment:          Any
Organization:         Solitary, Squad (2-6), Oops (20-50)
Challenge Rating:     11
Treasure:             None, unless assigned to guard some
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---

Improved Grab (Ex): To use this ability, a Martian Minion must hit with a Slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Stunning Blow (Ex): If the Minion successfully confirms a critical hit with it's Slam attack, it's target must make a DC 34 Fortitude Saving Throw or be Stunned for 1 round (Save DC is Strength based).

Desiccation Resistance (Ex):  Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm).  They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately.  If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources).  This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting.  Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water.  Note this does not need to be a lot of water, a drop or two will do.

Combat: Level IX Minions receive yet another size upgrade, and now carry a Disintegrator.



Martian Minion Pills I
 Price (Item Level): 100 GP
 Body Slot: - (Carried)
 Caster Level: 1st
 Aura: Faint; (DC:16) Conjuration
 Activation: Standard (Manipulation)
 Weight: -

Drop one of these pills in water and you have an instant evil minion to do your bidding for 1 hour! Other than duration this works like any of the various summon monster spells. However it summons a standard Evil Minion (stats forthcoming).  There are enhanced versions that allow for permanent servitors or ones with different abilities, but they are fairly rare and a well guarded secret.  A bottle has 50 pills.  Appearance varies with the manufacturer, but commonly they are pear-shaped, anthropomorphic avians.  They have two toed feet, thin purple legs, and a ruff of purple feathers at the bottom of a long neck.  They are otherwise light green other than a purple antennae, and a long, yellow, vulture like beak.

Prerequisites: Craft Wondrous Item, Summon Monster I
Cost to Create: 50 GP, 1 day, 2 XP

Martian Minion Pills II
 Price (Item Level): 600 GP
 Body Slot: - (Carried)
 Caster Level: 3rd
 Aura: Faint; (DC:17) Conjuration
 Activation: Standard (Manipulation)
 Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster II
Cost to Create: 300 GP, 1 day, 12 XP

Martian Minion Pills III
 Price (Item Level): 1500 GP
 Body Slot: - (Carried)
 Caster Level: 5th
 Aura: Faint; (DC:18) Conjuration
 Activation: Standard (Manipulation)
 Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster III
Cost to Create: 750 GP, 1 day, 30 XP

Martian Minion Pills IV
 Price (Item Level): 2800 GP
 Body Slot: - (Carried)
 Caster Level: 7th
 Aura: Moderate; (DC:19) Conjuration
 Activation: Standard (Manipulation)
 Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster IV
Cost to Create: 1400 GP, 2 days, 56 XP

Martian Minion Pills V
 Price (Item Level): 4500 GP
 Body Slot: - (Carried)
 Caster Level: 9th
 Aura: Moderate; (DC:20) Conjuration
 Activation: Standard (Manipulation)
 Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster V
Cost to Create: 2250 GP, 3 days, 90 XP

Martian Minion Pills VI
 Price (Item Level): 6600 GP
 Body Slot: - (Carried)
 Caster Level: 11th
 Aura: Moderate; (DC:21) Conjuration
 Activation: Standard (Manipulation)
 Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster VI
Cost to Create: 3300 GP, 4 days, 132 XP

Martian Minion Pills VII
 Price (Item Level): 9100 GP
 Body Slot: - (Carried)
 Caster Level: 13th
 Aura: Strong; (DC:22) Conjuration
 Activation: Standard (Manipulation)
 Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster VII
Cost to Create: 4450 GP, 5 days, 178 XP

Martian Minion Pills VIII
 Price (Item Level): 12000 GP
 Body Slot: - (Carried)
 Caster Level: 15th
 Aura: Strong; (DC:23) Conjuration
 Activation: Standard (Manipulation)
 Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster VIII
Cost to Create: 6000 GP, 7 days, 240 XP

Martian Minion Pills IX
 Price (Item Level): 15300 GP
 Body Slot: - (Carried)
 Caster Level: 17th
 Aura: Strong; (DC:24) Conjuration
 Activation: Standard (Manipulation)
 Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster IX
Cost to Create: 7650 GP, 8 days, 306 XP


Martian Minions
"Crap.  We have no idea where that teleport Circle goes to."

Just add water!
"And we have no backup."

"Er...well we do keep a bottle of Minion Pills in the cabinet if you wanna pursue the boss."

"You'd let us pursue the boss without a fuss?"

"(beep) owes me 47 hours of overtime."

"So what are Minion Pills?"

"Pre-desiccated Minion creatures kept in a jar.  You add water and they return to normal.  That way you only have to feed and take care of them when you need to, and put them on a shelf when you don't."

"That's monstrous!  Whose idea was that?"

"The boss.  He's a cheapskate."

"Mars is a cruel place."


Not Master Strategists

"So you want the Minions?"

"They should be freed yes."

"Okay.  Fair warning, they ain't the brightest."

"We are so doing an expose on this when we're done.."

"I'll just be robbing the accounting department if you need me."

"Well, let's round up the Attorney and some Minions and head blindly into our own damnation then."

88
September 1776 / Re: Chapter 2: Haxan
« on: December 18, 2023, 01:39:17 AM »
"We'll be there with you."

The rest of the night is fairly uneventful (for you), but as morning arrives you realize you still have a captive.

89
September 1776 / Re: Chapter 2: Haxan
« on: December 12, 2023, 07:33:06 PM »
"How did you manage that?"  :o

90
September 1776 / Re: Chapter 2: Haxan
« on: December 11, 2023, 08:02:59 PM »
"The men in power here won't let a woman make their decisions.  Bring whoever considers himself in charge, or at least his mouthpiece."

91
September 1776 / Re: Chapter 2: Haxan
« on: December 08, 2023, 07:40:35 PM »
"I'll ask them to stand down then.  I've no promises they'll listen, but you can at least return inside while I am here.  We know where you live, we will send word of the meeting."

92
September 1776 / Re: Chapter 2: Haxan
« on: December 07, 2023, 07:46:39 PM »
"Originally, but once they found a food source, more and more of them began arriving.  They prefer to eat corpses, but they aren't shy about making them if necessary.  Their goals would interfere in ours, so we converted them from their Master to our Mistress, bringing them under our control.  We kept their numbers low, and blunted their ambitions.  They are angry now, and their anger is making them resist our command.  They are no less dangerous than the other creatures you've faced, and may even be more so.  They are corrupting by their very nature, and prolonged  exposure to their kind tends to provoke transformations in yours.  Eventually they will anger the Mistress, and that will be bad for everyone.  If we can get them to come o the table and negotiate, can you convince the children who run this city to behave themselves?"

93
...Of Burning Rage

...of Burning Rage is an Acquired Template that can be applied to any intelligent, non-Aquatic Plant that has decided to go out in a blaze of glory.  They burst into flame after completing a mystic ritual designed for that purpose.  This is generally done as an act of revenge, an extreme protest, or because they have nothing left to lose.  They immediately go on a fiery rampage, die, and then go on a continued fiery rampage in the afterlife.  Invented by Treants, they claim it's because "the Gawd(beep) Halflings...we just can't take the Gawd(beep) Halflings."  Other species who have dealt with the 50 Shires claim "we know how they feel", but rarely offer specifics.  Not that many people have to look far to discover that the inhabitants of the Shires have reputations for thievery and mischief.  Unfortunately for the Halflings, their vaunted Battle Sporks are of little use against flaming trees.  Once this Template is Acquired, only Wish, Limited Wish, or Break Enchantment will remove it.

Size and Type: Unchanged, but gains the Fire Subtype. 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged (but see below).

Damage: Unchanged (but see below).

Special Attacks: Retains all Special Attacks of the Base Creature (except Animate Trees), plus gains the following:

Fiery Rage (Su):  The base creature enters a Rage immediately after the ritual. While Raging, it gains a +6 bonus to Strength and, if it makes a full attack action, gains a single extra attack each round at it's highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, it also takes a —4 penalty to Armor Class and takes 2 points of damage per round (this damage cannot be prevented), dying when it reaches 0 hp. The effects of Fiery Rage stack with those from any rage ability the character may have.

While Raging, the creature cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells, drink potions, activate magic items, or read scrolls. It can use any feat it has except Combat Expertise, item creation feats, or metamagic feats.

During a Rage, the creature must attack any other being it perceives. The creature is also violently aflame.  Anything touching, or touched by, the base creature takes 1d6 Fire damage (2d6 if the base creature is Huge or bigger), plus one additional point per hit die of the base creature.  For example, a 5 HD Medium creature does 1d6+5 fire damage.  Opponents who take Fire damage must also make a Reflex Save (Save DC is Constitution based) or catch fire.  In each subsequent round, the burning opponent must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.)

A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.

Those unlucky enough to have their clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.

Squares occupied by, or adjacent to, the base creature automatically catch fire for as long as it is present, and for as long as there is fuel to burn after it moves.  There is a chance each round  the fire spreads as well.  Roll a d20, if it rolls 15 or higher, all is well.  On a 14 or less, 1d6 adjacent squares catch fire as well.

Breath Weapon (Su): Once every 1d4 rounds the base creature can spew a cone of flame.  Size and damage depends on the size of the creature: Diminutive (10 ft., 1d6), Tiny (15 ft., 2d6), Small (20 ft., 4d6), Medium (30 ft., 8d6), Large (40 ft., 12d6), Huge (50 ft., 16d6), Gargantuan (60 ft., 20d6) or Colossal (70 ft.,  24d6).  Creatures in the Breath Weapons area of effect can make a Reflex Save (Save DC is Constitution based) to only take half damage.

Special Qualities: Retains all Special Qualities (except Fire Vulnerability) of the Base Creature, plus gains the following:

Immunities: The Base Creature is immune to Fire and Cold damage.  It also becomes immune to Fatigue/Exhaustion, sleep effects, Stunning, Mind-Affecting Effects, and non-lethal damage.

Saves: Unchanged.

Abilities: -2 Int, -2 Wis, -2 Cha.

Skills: Unchanged, but see above.

Feats: Unchanged.

Environment: Any

Organization: Usually Solitary

Challenge Rating: +1 (+2 if Huge or larger).

Treasure: None

Alignment: Always Chaotic Evil

Advancement: These critters don't live long enough to advance.

Level Adjustment: n/a

Example of creature using template here:

Old Man Maple   (Treant/...Of Burning Rage)
                      Huge Plant (Fire)
Hit Dice:             7d8+35 (66 hp)
Initiative:           -1
Speed:                30 ft. (6 squares)
Armor Class:          16 (-2 Size, -1 Dex, -4 Rage, +13 Natural), touch 3, flat-footed 16
Base Attack/Grapple:  +5/+22
Attack:               Slam +15 melee (2d6+12 plus 2d6+7 fire)
Full Attack:          3 Slams +5 melee (2d6+12 plus 2d6+7 fire)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Double Damage Against Objects, Trample (2d6+18 plus 2d6+7 Fire), Fiery Rage, Breath Weapon
Special Qualities:    DR 10/slashing, Low-light Vision, Plant traits, Immunities
Saves:                Fort +10, Ref +1, Will +6
Abilities:            Str 35, Dex 8, Con 21, Int 10, Wis 14, Cha 10
Skills:               Diplomacy +2, Hide -9*, Intimidate +5, Knowledge (nature) +5, Listen +5, Sense Motive +5, Spot +5, Survival +3 (+5 aboveground)
Feats:                Improved Sunder, Iron Will, Power Attack
Environment:          Any
Organization:         Solitary
Challenge Rating:     10
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          ---
Level Adjustment:    ---

Old Man Maple is not a jolly old soul.  He's tired of those damn kids on his lawn.  And by kids we mean Halflings.  And by tired we mean he's a deranged psychotic who has paranoid delusions about small people out to get him.  So he decided to ask the local forest witch for a rumored ritual that would allow him a spectacularly public revenge.  Revenge for what he isn't sure, but he knows they got it coming.

Breath Weapon (Su): Once every 1d4 rounds the base creature can spew a 10 foot cone of flame doing 16d6 damage.  Creatures in the Breath Weapons area of effect can make a DC 18 Reflex Save (Save DC is Constitution based) to only take half damage.

Double Damage against Objects (Ex): A treant that makes a full attack against an object or structure deals double damage.

Trample (Ex): Reflex DC 25 half. The save DC is Strength-based.

Fiery Rage (Su):  The base creature enters a Rage immediately after the ritual. While Raging, it gains a +6 bonus to Strength and, if it makes a full attack action, gains a single extra attack each round at it's highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.  These changes are already reflected in the statblock.) However, it also takes a —4 penalty to Armor Class and takes 2 points of damage per round (this damage cannot be prevented), dying when it reaches 0 hp. The effects of Fiery Rage stack with those from any rage ability the character may have.

While Raging, the creature cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells, drink potions, activate magic items, or read scrolls. It can use any feat it has except Combat Expertise, item creation feats, or metamagic feats.

During a Rage, the creature must attack any other being it perceives. The creature is also violently aflame.  Anything touching, or touched by, the base creature takes 1d6 Fire damage (2d6 if the base creature is Huge or bigger), plus one additional point per hit die of the base creature.  For example, a 5 HD Medium creature does 1d6+5 fire damage.  Opponents who take Fire damage must also make a DC 18 Reflex Save (Save DC is Constitution based) or catch fire.  In each subsequent round, the burning opponent must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.)

A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.

Those unlucky enough to have their clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.

Squares occupied by, or adjacent to, the base creature automatically catch fire for as long as it is present, and for as long as there is fuel to burn after it moves.  There is a chance each round  the fire spreads as well.  Roll a d20, if it rolls 15 or higher, all is well.  On a 14 or less, 1d6 adjacent squares catch fire as well.

*Treants have a +16 racial bonus on Hide checks made in forested areas

Combat: Generally creatures with this template run about wily nilly setting everything ablaze.


5E ...of Burning Rage
Any Plant can take this Template.

Alignment. Usually changes to Chaotic Evil.

Challenge. Recalculate the Challenge Rating after you apply the template.

Attributes. Base Creature loses -2 Intelligence, -2 Wisdom and -2 Charisma. 

Damage Resistances. The base creature gains resistance to the following types of damage: Bludgeoning, Slashing, Piercing.

Damage Immunities. The base creature becomes immune to the following damage types: Cold, Fire.

Condition Immunities. The base creature becomes immune to the following conditions:  Charmed, Exhaustion, Frightened, Stunned or Unconscious.

Vulnerabilities.  Loses Vulnerability to Cold or Fire damage.

Saving Throws. The creature becomes proficient in Strength Saving Throws.

Dying. The base creature takes 2 points of damage per round at the beginning of each of it's turns, dying once it reaches 0 hit points.  Effects that prevent or redirect this damage do not function.

Heated Body. A creature that touches the Creature of Burning Hate or hits it with a melee attack while within 5 feet of it takes fire damage.  Damage depends on Size: Size: Tiny (1d4), Small (1d6), Medium (1d8), Large (1d10), Huge (1d12), Gargantuan (2d8). If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes fire damage at the start of each of its turns.  Damage amount is based on Size: Tiny (1d4), Small (1d6), Medium (1d8), Large (1d10), Huge (1d12), Gargantuan (2d8).

Holocaust. AT the beginning of each of the creatures turn, roll a d20.  If it rolls a 14 or less, 1d6 squares adjacent to it (or adjacent to any square that is burning) catch fire, doing 1d6 Fire damage to any creature that moves into, or ends it's turn on a flaming square.

Illumination. The creature sheds bright light in a 30-foot radius and dim light in an additional 30 ft.

Reckless. At the start of its turn, the creature can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

New Action: Breath Weapon (Recharge 5-6).
The creature exhales Fire in a Cone (length and damage depends on the base creatures Size: Tiny (10 ft., 1d6), Small (10 ft., 3d8), Medium (15 ft., 7d6), Large (30 ft., 16d6), Huge (60 ft, 18d6), or Gargantuan (90 ft. long, 26d6). Any creature in the area must make a Dexterity Save or take full damage (half as much on a successful one).  Save DC is Con based.

New Action: Multiattack. The base creature now does an additional attack per round when it uses Multiattack.

Altered Action: Melee attack. The Base Creature gains a fiery aura that causes it's melee attacks to do extra Fire damage based on Size: Tiny (+1d3), Small (+1d4), Medium (+1d6), Large (+2d6), Huge (+3d6), or Gargantuan (+4d6).  If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes fire damage at the start of each of its turns.  Damage amount is based on Size: Tiny (1d4), Small (1d6), Medium (1d8), Large (1d10), Huge (1d12), Gargantuan (2d8).

Lost Action: Animate Trees. The base creature can no longer perform this Action.




Old Man Maple
"Greetings!  This is your host Harlan Jurgens, along with my assistant Jim!  Today, on Mutual of Gnomeahaw's Wild Kingdom, we continue our search for The Spookity!

Git Off Mah Lawn
"With us is, and I can't believe I'm saying this, the unnamed forest witch."

"All curses 50% off for the next two weeks!"

"So what can you tell us about the Spookity?"

"It's harmless enough.  It just likes scaring people."

"So what does it look like?"

"It really does look like an average weasel."

"Why a weasel?"

"Dunno.  Never asked."

"AAAAAAAAAAAAAAAAAAAAAAAAHH!"

"What was that?"


A Tree of Uneven Temperament

"Oh that's Old Man Maple.  He asked for the Rite of Burning Vengeance."

"I can't help but notice he's on fire."

"Revenge has it's price."

"He's also setting the forest on fire."

"I'll fix that here in a second.  Now let's discuss my fee..."



The Halfling Battle Spork
 Price (Item Level): 8301 GP
 Body Slot: - (Carried)
 Caster Level: 5th
 Aura: Faint; (DC:17) Enchantment
 Activation: -
 Weight: 1.5 lbs.

This appears to be a metal spork about a foot in length. It is basically a +1 Short Spear that can be used to do bludgeoning or piercing damage. In the hands of a halfling however, anything stabbed by it must make a DC 13 Willpower Save or be Stunned for 1 round as it is overwhelmed by horrifying visions of being devoured by halflings.  The hobbitses consider it their well earned revenge on the world.  More than a few goblin soldiers have developed permanent phobias due to these things.

Prerequisites: Create Magic Arms and Armor, Daze Monster
Cost to Create: 4150 GP, 9 days, 332 XP

94
September 1776 / Re: Chapter 2: Haxan
« on: December 06, 2023, 08:32:55 PM »
(My apologies for the delay, my PC crapped out yesterday)

"No.  You simply still identify with these pitiable creatures.  You willingly limit yourself by doing so.  And for what?  Women who don't understand you, and men who find you to be lesser than them for the crime of being born a woman.  The Ghul and the humans were living in relative peace until that raid.  They only fed on the cities dead, and were useful servants.  Now they are angry, and thinking of turning away from us."

95
September 1776 / Re: Chapter 2: Haxan
« on: December 04, 2023, 09:22:46 PM »
It's clear of ghouls.

"Whatever are we going to do with you."

96
September 1776 / Re: Chapter 2: Haxan
« on: December 01, 2023, 07:49:04 PM »
"I can ask, but I'm rather afraid your men have complicated that."

97
September 1776 / Re: Chapter 2: Haxan
« on: November 30, 2023, 08:51:29 PM »
"Why, whatever did you think I came here for, dear Elizabeth."

98
September 1776 / Re: Chapter 2: Haxan
« on: November 28, 2023, 08:55:38 PM »
It is.  She smiles and waves.  No ghouls seem present.

99
Jester's Realm / Re: Chattin' 2
« on: November 28, 2023, 08:54:36 PM »
Yeah, I feel bad for contributing to the death of this game after it's been going on for so long in one fashion or another.  :(

Every game ends sometime brother.

And I may always restart if I feel like it agai.  It allows me a chance to pause and do some more world building.

100
         Devil Monkey, Biggest
                      Huge Outsider (Chaos, Evil, Extraplanar)
Hit Dice:             20d8+100 (190 hp)
Initiative:           +7
Speed:                30 ft. (6 squares), Climb 15 ft.
Armor Class:          26 (-2 Size, -4 Frenzy, +3 Dex, +19 Natural), touch 7, flat-footed 23
Base Attack/Grapple:  +20/+43
Attack:               Claw +33 melee (2d6+15)
Full Attack:          3 Claws +33 melee (2d6+15) and 1 Bite +33 melee (2d6+7)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Frenzy
Special Qualities:    See in Darkness, Immune to Fire and Poison, Energy Resistance 10 (Acid, Cold), DR 10/Good, SR 25
Saves:                Fort +19, Ref +15, Will +16
Abilities:            Str 40, Dex 17, Con 20, Int 8, Wis 14, Cha 14
Skills:               Balance +23, Climb +33, Escape Artist +23, Hide +16, Intimidate +22, Jump +35, Listen +26, Move Silently +17, Spot +26
Feats:                Great Fortitude, Improved Initiative, Improved Multiattack, Iron Will, Multiattack, Power Attack, Snatch
Environment:          Any
Organization:         Solitary
Challenge Rating:     14
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          21-30 HD (Huge)
Level Adjustment:     ---

This item was clearly a mistake of epic proportions (badump tish), and summons a maddened Monkey up to 30+ feet tall from whatever Hell they come from.

Frenzy (Ex): A side effect of their botched summoning is that Devil Monkeys are permanently subject to Frenzy (changes to stats are included in the statblock).  This gives it a +6 bonus to Strength and, if it makes a full attack action, gains a single extra attack each round at it's highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, it also takes a —4 penalty to Armor Class and takes 2 points of damage per round (this damage cannot be prevented), dying when it reaches 0 hp. The effects of Frenzy stack with those from any rage ability the character may have.

The Devil Monkey cannot use any Charisma-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells, drink potions, activate magic items, or read scrolls. It can use any feat it has except Combat Expertise, item creation feats, or metamagic feats.

During a Frenzy, the creature must attack any other being it perceives (other than fellow Devil Monkeys).

See in Darkness (Su): Devil Monkeys can see perfectly in darkness of any kind, even that created by a Deeper Darkness spell.

Skills: Devil Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier or their Strength modifier for Climb checks, whichever is higher.

Combat: There's a bit more grappling, but otherwise things still haven't changed.



Barrel of Monkeys Grenade: Kong's Revenge
 Price (Item Level): 11500 GP
 Body Slot: - (Held)
 Caster Level:24th
 Aura: Overwhelming; (DC:25) Conjuration
 Activation: Standard (Thrown)
 Weight: 2 lbs.

A side effect of their research into the Pineapple Grenade, a few flawed notes caused some drunken Archmages to craft this instead.  Its summons a Monkey the size of a larger Giant.  As usual this is thrown like a grenade, and the Monkey remains until it reaches 0 hp due to Frenzy or damage.

Prerequisites: Craft Wondrous Item, Summon Monster X, Rage
Cost to Create: 5750 GP, 12 days, 1460 XP


Barrel of Monkeys Grenade: Kong's Revenge
Wondrous item, artefact
This item looks like a large pineapple weighing about 30 ounces.  You can use an action to throw the grenade up to 60 feet. The grenade explodes on impact and is destroyed, leaving behind a Biggest Devil Monkey that attacks the nearest creature it can perceive.  Once that being is dead, it will move on to the next closest being (including the wielder of this grenade) until 1 Minute has passed or until it reaches 0 hit points (whichever comes first).

Summon Monster X  (Epic Spell)
Conjuration (Summoning)
Spellcraft DC: 96
Components: V, S
Casting Time: 1 Minute
Range: 75 ft.
Effect: 1 summoned creature
Duration: 20 Rounds (D)
Saving Throw: None
Spell Resistance: No
To Develop: 864,000 gp; 18 days; 34,560 XP.  Seed: Summon (DC 14), CR 20 creature (+36), Summon Outsider or Elemental (+46)

This spell allows you to summon any one Elemental or Outsider up to CR 20.  It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the creature, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.


Devil Monkey, Biggest
"Are you saying these poor, furry psychotics don't even get an Afterlife?"

Being A Mage Should Be Illegal
"I am appalled..."

"No, I'm not saying that.  I'm just saying our spies in the Afterlife have never seen one.!"

"You have spies in the Afterlife?"

"Jebus, I really need to shut up and stop talking..."

"So what have the Archmages done ?  Have they found out where they come from, or where they go??"

"Sigh...they made them bigger..."

"Oh for...how big do they get?"

"I'd put them on par with Storm Giants."

"Sweet Jebus..."


Run, Just Run

"No worries, at almost 12 grand a piece there's no real market for the biggest ones."

"I feel safe in saying that is not why Jim uttered a profanity."

"That was a profanity?"

"I'm a Ranger."

"Oh.  Oh hell, are you gonna arrest me?"

BAMF!

"Greetings.  I'm from the law firm of Bickers and Slaughter, LLP.  Which on of you festering (beeps) runs this facility?"

"He does."

"No, no, no, no , no, I'm just a security guard.  I'll take you to the boss."

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